Showing posts with label MMOGs. Show all posts
Showing posts with label MMOGs. Show all posts

Monday, July 18, 2011

City of Heroes: Freedom

Surprisingly, the in-game graphics are not far off from the box art.


City of Heroes is a MMOG based on the premise of comic book style superheroes, with adjoining City of Villains filling out the other side of the gallery, and the recent Going Rogue expansion portraying an alternate dimension with a few more shades of grey.

I've played this game off and on for a few years now. Thanks to my alt-itis, I don't tend to get very far with any single character, but this game almost encourages that by having one of the best, most variable character creators I've seen. From mixing and matching power sets to designing the appearance in much more detail than I've seen possible elsewhere, you really get the chance to personalize each character. Heck, there are times I've wanted to resubscribe just to fiddle around with the costume designer!

So I should probably be happy for the upcoming change to the game's business model, following in the footsteps of other games that have switched to the "Free to Play" format. Despite the company's reassurances, though, I still have my doubts.

Part of it, I suppose, stems from the sense of elitism one gets from being part of a game that requires a subscription to play. The $15 per month charge keeps the "riff-raff" out, as it were. But there's a not-so-snobby truth to this as well, because as anyone who's played both a subscription and a F2P (Free to Play) game knows, F2P is notorious for the number of griefers, spammers, goldbots, farmers, and otherwise irritating players not as prevalent in a subscription-based game.

This ties in, somewhat, with the points I made back here, too. The unofficial RP server on CoH is Virtue, and it already has a full load during peak hours. The people who have been playing there for years have already well-established their characters and supergroups (player-run guilds) on the server, but may end up being muscled out because the server is too full for more players once it's open to everyone. The company states that a new server is in the works that will be open only to Premium Subscription members (basically, the people who don't stop paying even once it's F2P), but why should the people who have already established their characters and supergroups be, essentially, required to start over somewhere else? Especially since they'll be competing with similarly-displaced players from the other servers as well, making it likely that this new server will be just as full and lagged as Virtue is now.

But, the costume creator will be free to play around with at last. That's gotta count for something, eh?

Wednesday, September 1, 2010

DDO: Monks and Bards

I discovered something the other night, logging in to DDO. Despite my love for bards and monks, I've actually found they're two of the most stressful/difficult classes to play. I think I've managed to narrow down why.

In DDO, monks get a lot of nifty, customized abilities that weren't part of 3rd edition. It adds some flavor and flash, and there's some talk about them being overpowered, which of course makes them desired by anyone who wants to be unbeatable. I have to admit that they can be very lethal in dealing out massive amounts of damage, and pretty quickly. In that regard, they're on par with a dual-wielding rogue with sneak attack. Yet fighters and rogues both have ways of dealing with the aggro that comes from dealing massive damage: fighters have more HP, and can wear shields to increase damage reduction, while rogues have an enhancement ability that decreases the aggro (or "hate" as it's called in-game) that their sneak attacks produce. Perhaps a Constitution-heavy monk would be better at taking the hits, but they'd also be less adept at giving them. Some of the monk abilities can reproduce a few beneficial (but at low to mid-level relatively unused) clerical spells, like removing blindness or curing diseases, but overall I end up feeling like I should multiclass into rogue or cleric so I can be more useful.

Bards are another issue, one that extends beyond just DDO. Jack-of-all-trades, master of none, yes, I get it. They're supposed to be able to make up for an existing lack in party balance, tossing in whatever low to mid-level magic is necessary that the cleric and wizard are too busy to cast. Plus they get the bard songs. But the bonus the party gets from the songs is minimal, and in many cases is easily replaced by spells from other classes, and you'd be hard pressed to find a party that wouldn't rather have a second cleric than a bard. Because the bard's role is so varied, you either end up wasting time trying to figure out what your role in this party needs to be, or you end up being told what you should be doing which may or may not correlate with the skills and spells you've taken as a bard. Regardless, more often than not you end up feeling superfluous or just plain weak.

More than clerics, I think bards have a significant in-game and balance reason for needing the ability to switch spells on a daily (or in DDO, per-rest) basis. It wouldn't really help their survivability, but it would let them tailor their abilities to each party a bit better, much like a wizard or cleric can. As it is, in DDO they can change one spell every 3 real-life days, and pay in-game currency for the privilege.

The rules for bard and sorcerer spells were based on a system in which the character would be played with (generally speaking) a single group. It didn't account for having five different parties in a single day, and having to re-figure your character's role in each of them.

Monday, August 2, 2010

Experience Points and Level Ranks

In the MMORPG Dungeons and Dragons Online, the experience points required to level were altered (increased) from the 3rd edition rules that the game is based on. This was a good move for them, because an online game isn't limited to how often a group of people can gather around a single table, and the internet has already seen how singularly dedicated people can be to level-grind in games. If it used the original table, either the rewards given for quests would need to be seriously reduced, or people would face no real challenge in getting to the current maximum level of 20.

To give an idea of the difference between the two experience tables, the original 3rd Edition requires 190,000 experience to get to 20th level. DDO requires 1.9 million, ten times as much.

Even in an online setting, however, this amount of experience between levels can be daunting, so DDO breaks each level up into five ranks. Each rank you achieve (that isn't a level-up) gives you one enhancement point, to be used to purchase minor abilities and provide a way to further customize your character's skillset. I think that some of these abilities are pretty neat, and will probably be looking for a way to incorporate some of this into my game.

I don't think adopting their experience chart is the right path for me to go, however, since live games are few and far enough between already. I'm all for making each level gained feel like an epic accomplishment, but I think I'd end up discouraging people. So if I want to add this, I'd need to figure out some other way of distributing ranks or enhancement points.

Monday, March 15, 2010

Fantasy Earth Zero

For a while now I've been getting extremely dissatisfied with the online games I'd been playing. Mabinogi just doesn't hold my attention at all, anymore. I'm tired of spamming instrument playing to try and master rank 1, and I swear my guild only does dungeon runs when I'm away from the keyboard. Dungeons & Dragons Online (DDO) is occasionally diverting, but for some reason (and I'm not even certain I can pin it down) it just isn't holding my interest either.

I was just about ready to try going back to City of Heroes, since they had a Free Play weekend coming up, when a friend of mine told me about a game that someone else had mentioned to them. It was made by Square Enix, he'd said, and had the feel of Final Fantasy Tactics. He wasn't able to play, or even look at much of it (he's having some computer issues involving Port 80, which I'm heading out to help with in a couple days), and wanted me to check it out.

So I do a search for this game, called Fantasy Earth Zero, and the first thing I find is a Wikipedia entry saying that it's not even released in the US. Well that can't be right, I'm thinking, and continue on until I find the download page. Turns out that I downloaded the client on the day that the first Open Beta was due to release. I'd never beta-tested an online game before, so this was pretty cool for me.

When the server for Open Beta finally went up (several hours past the original launch time), I went in and started playing with the character creation stuff while my wife was finishing up installing it on her computer. We made characters, tried to enter the game with them, and hit the first major roadbump: Gamepot or whoever was in charge of FEZ's Open Beta release wasn't expecting the flood of players it got. They'd only opened up 2 of the 5 kingdoms for people to join and play in, just to get a feel for how things worked in the US version, had only one server, and only 800 slots for characters in each of those kingdoms. They quickly set up a second world/server, but they still only had a capacity of 800 for each of the kingdoms. It was very, very late in the day before they got the population limit raised (my wife had already gone to bed).

Day 2, we went in and started going through the tutorial quests. The controls were very foreign to me at first. The only way to turn around is to change your camera angle, since your directional buttons only allow for forward, back, and strafing. The mouse, by default, changes your camera angle as you move it, which was very disorienting at first. Over time, however, I got used to it (and by the time Open Beta was over, I had trouble going back to other games!).

The Party system seemed a bit glitchy - it would kick my wife and I out of a party when transitioning, so we would need to reform the party when going to a different area. Aside from that, it didn't really feel like we could do much to help each other, aside from just whack at the same monster. The game lacks any sort of ability to heal other people, with your own toon's healing dependent solely upon potions or food items, or sitting at one of the mana crystals when in a war (which will get you yelled at, since healing your character by camping the crystal takes HP away from the crystal).

Overall, it seemed cute and mildly distracting, but seemed to lack any real substance. I had already told my wife that the female character model was complete with "bounce effect", something which was lacking from most other games (even Mabinogi, whose signature character Nao is notorious for it). A closer look, however, revealed something even more revealing: the outfit female characters start with, an exceedingly low-cut peasant-style blouse, actually seems to show the top curve of the areolae. Looking around at other outfits available, it seemed like the newbie outfit was the only one which did this, despite the fact that other tops seemed to cover even less. When it came to clothing below the waistline, the starting outfit was tame, with a knee-length skirt (despite the slit up the back). Other female armors had skirts ranging from mini-length to practically non-existent, with various styles of undergarment. But it was the peasant-blouse starting gear that really disturbed us, and we were just about ready to uninstall.

Then we tried our first war. The game's major selling point, in most of what I'd read, seemed to be the massive combat capability: 50vs50 PvP. I have never been a fan of player-vs.-player gaming, whether in the MUD, on MMOs, or even on Facebook apps. So I was exceedingly surprised to find myself enjoying this. After talking about it with my wife, we think it's because of the scale of it. Most PvP is one-on-one, or maybe a small group. It ends up feeling very personal. But on this scale, it doesn't feel that way. It's like Capture the Flag with more rules.

The system isn't perfect. Of the three classes available to us in the Beta (Warrior, Scout, and Sorcerer) it seemed like the side with the most Warriors would consistently win, despite the game's internal balancing that said otherwise. I'd started off making a Sorcerer, focusing on the lightning spells, only to find out that was one of the worst choices to make. In theory, lightning spells are faster to cast than fire or ice, whereas fire does Damage over Time and ice slows or halts the enemy. Due to lag issues, the lack of auto-targeting, and the differences between fighting AI-run monsters and actual people, it seemed I could never get a spell to hit another PC. Occasionally, if I targeted ahead of them (so they would run into it) I could manage a hit. Even that seemed to work better with the bow-based scout abilities, though.

Warriors, however, have at least 2 high-damage Area of Effect abilities that are centered on the warrior character itself, which is a much safer bet for a PC than trying to aim an AoE (spell or arrow-based) at a distance. For one, since it surrounds the PC, the warrior is going to hit anything close-by, preventing attacks on the warrior. And two, the warrior is built to go wading into battle like that.

I did enjoy playing a Bow-Scout, though, for the ability to stand at the top of a cliff and rain arrows down at enemies at the bottom. If you did it right, you could even stand at the bottom and hit enemies at the top. I also enjoyed playing a Dagger-Scout, to a lesser degree. Being able to potentially one-shot sneak-attack was nice, and the ability to disarm was a wonderful piece of chaos, but most of the time it seemed I was little more than a suicide bomber. Warriors can do about as much damage with one of their abilities, and they don't have to be hidden to do it. I guess the one class I didn't enjoy as much was Sorcerer, but I also didn't try out the fire or ice magic as much. I'd also like to have tried out some of the sword-and-shield warrior abilities, but I was having too much fun smashing everyone to bits with a two-handed weapon.

One of the biggest concerns about the game, though, ended up being saboteurs: people loyal to the other kingdom making characters in ours, and intentionally wasting resources in battle to give the other side an advantage. There was no way to prevent it from happening, and the only countermeasure would be to do the same thing to them. If there was a way to report possible saboteurs, that would at least help the issue.

First Open Beta ended on the 10th, with 2nd Open Beta scheduled to start on the 17th (2 days!). We're told there will not be a character wipe after 2nd Open Beta, and anyone who was involved in a GM-run war during the first OB will get a code in their email to receive a nifty weapon once OB2 opens up. Despite the issues, I'm looking forward to it, as is my wife. I've actually been having trouble playing other games since it went down.


Tuesday, February 3, 2009

Mabinogi is releasing G4!! Soon! Yes? ... Maybe?



Mabinogi is gearing up for its next big generation release, and pretty much everyone in-game is chomping at the bit. Unfortunately, while a lot of people thought this patch was coming in just 2 days, on Feb 5, it seems that it may just be the release date of another teaser. This comes as a disappointment to many, myself included. You can only build up suspense and excitement so much before people start wondering if anything will ever happen at all.

I think that Nexon's decision to release another teaser rather than the real deal is ultimately going to demoralize their playerbase rather than heighten the excitement, building more irritation than anything. And that's not the kind of tension you should be going for.

I'm personally hoping that G4 will see the release of something a bit more "worth it" for bard characters. At present, the skills Composing and Music Theory have been capped at rank 9 (rank 1 being highest, and F through A being below). This meant a person could get their Instrument Playing skill to rank 7 fairly easily, since you could create scores that would give you skill experience for playing.

At rank 7 playing, however, in order to advance you must resort to playing 'default' music, stock music created by the game designers. When playing default music, the song you play is completely random, so you cannot choose to only play one song, or even songs of a specific difficulty. Despite this, I managed to spam my way to rank 6 of Instrument Playing.

The reason someone would put so much into these skills is that once you have Composing and Music Theory to rank 9, you can create score scrolls that have magical effects. Some regenerate HP, mana, or stamina. Some give boosts to a single stat, such as Strength or Luck. Some of them have other effects, such as charming animals or giving direct combat bonuses. The better you are at Instrument Playing, the better effects you can do, and they affect all party members within a rather large area. Sounds nifty, right?

Problem One:
The type of score scroll you get is determined by random, and it seems that some types are more likely to be generated than others. Furthermore, whether or not your score gets a magic effect (which is determined at creation of the scroll) is also completely random.

Problem Two:
You need to be at least Rank 5 in Instrument Playing before you can use any magical music aside from stat boosts or regen. So I'd have to spam my way with default music through yet another rank. Not so big of an issue, since those types of scores are harder to come by anyway.

Problem Three:
There's only a handful of scores that are actually useful below Playing rank of 5. Strength boosters are good if the party is heavy with melee fighters. Dexterity is good if you have a lot of ranged fighters. Intelligence might be good if you were in a party full of spellslingers (not common at all, even individually) but is otherwise only useful for a quick boost when trying to enchant something. As far as Will and Luck go, the questionable bonus received from a boost to these is hardly worth mentioning.

The regen scrolls, at first glance, seem much more worthwhile. Instead of being a single temporary bonus (that seems to end an amount of time after the song ends roughly equivalent to the length of the song), they would regen the specified amount at regular intervals throughout the playing. Unfortunately, only the mana and stamina regen scores seem to be at all useful, and even then only minutely. The majority of the players are simply too impatient to wait for a slow regeneration effect. Potions already exist that will restore HP, mana, and stamina, and these are both quicker and more plentiful than score scrolls anyway, not to mention bards who can play them. Regen scores are much harder (it seems) to produce than stat-boosters, as well.

Problem Four:
Another reason that the magic music is so relatively useless takes some explanation. The numeric potential of the stat-boosting and regen scores is determined by your Playing Instrument rank, and you need to be at least rank 9 to get any effect at all. No matter what rank you are, however, the value you get is determined within a set range which always starts at zero. If it's zero, then you get a message saying the music seems to have no effect.

Rank 9 playing grants 0-1 for stat boosts and 0-2 for regen, according to information available. When I was rank 9 playing, more often than not my score would work, and I'd get a value of 1 regardless of what type I played, and I figured that was fair enough.

Rank 8 playing grants 0-2 for stat boosts and 0-3 for regen, again according to available info. Once I got to rank 8, the biggest difference I saw immediately was that my score scrolls had zero effect more often than they had before. I very rarely got a value of 2 from a stat boost, and even more rarely a value of 3 for regen.

Rank 7 playing, in theory, grants 0-6 for stat boosts and 0-4 for regen. By this point, I was getting zero effect from my magical scores more often than I got any effect at all, and the majority of the time I was still getting 1's and 2's. Occasionally I got 4 from a regen. I still have never seen anything above 4 from a stat boost, and usually only got 3 at best. Most of the time, if the party needed hp or stamina regeneration and didn't want to use potions, the Rest skill would regen them faster than my music could, anyway.

Rank 6 playing is supposed to give 0-10 for stat boosts and 0-5 for regen. I've only been rank 6 a short while, but so far it seems my success ratio (success being any value above 0, failure being 0) is about 50%, which is an improvement on rank 7 (but still not as good as I remember rank 9). I'm seeing more 3's and 4's from both stat boosts and regen, though not reliably. As I said before, I've never seen anything above 4, which is a shame because a bonus of 10 to a stat like Strength or Dexterity could be a major boon.

So Problem Four is actually two-fold: 4a) The range of the bonus, regardless of playing rank, always starts at 0. 4b) The value you get doesn't seem to be based on anything you can effect. It's not entirely random, or else you'd see more high numbers than now. I suppose you could call it semi-random, erring on the low side with higher numbers being exponentially less likely.

With weapon damage, you have an attribute called Balance, modified by the weapon type and by your Dexterity, which determines where in the damage range of the weapon you're likely to have your hits fall. On average, a damage range of 10-20 with a Balance of 50% will generally mean 15 damage each hit.

With spellcasting, there is Magic Balance, modified by Intelligence, which determines where in the damage range of the spell you are likely to hit.

There does not seem to be any apparent equivalent "Music Balance". If there is, I'm completely at a loss as to what effects or modifies it.

As far as the regen scores go (at least so far), HP is pretty much worthless, both inside and outside of combat. Inside of combat, the Healing spell and hp potions are much faster and more reliable. With a roughly equal chance of getting any effect and no effect at all, chances are your music won't do any healing the first try, and if it does, it's too slow to save anyone's life.

Stamina regen scores are marginally more useful. It can be easy to run out of stamina (which is used up by using skills) in a long fight, and sometimes you don't have the time to quaff a potion, or maybe you didn't realize you were low. Having a constant regen of stamina, regardless of the amount, could actually save someone in combat. Outside of combat, it's pretty much useless. The Rest skill regens faster.

Mana regen is, arguably, the most potentially useful effect below rank 5 Playing. Since mana regen is naturally very slow (faster at night, but still fairly slow), it can be nice to have another method of regenerating it. Again, however, potions are plentiful, especially if you have the Herbalism and Potion Making skills. And like with the HP regen, you're not going to get enough benefit out of it during battle that it's likely to make a difference. Outside battle, it's more useful.

So: HP regen? No use. Stam regen? Potentially useful during combat, but otherwise not. Mana regen? Potentially useful outside of combat, but otherwise not.

Problem Five (What, you thought I was done?):
The musician is rendered immobile while playing. Now, the area of effect is pretty big. I can stand in one corner of a normal dungeon room and reach party members almost in the opposite corner. But stat-boost effects will end early if the song ends early. So if the party wipes out the room and starts heading on to the next one, the bard either gets left behind to finish the song (if it produced an effect worthwhile enough to continue) or to cancel it and catch up so that he can play it again (possibly getting a worse result) in the next room.

Further, because the bard is immobile, and because monster spawns in a room are random in their location, it's quite possible one will aggro on the bard and hit him, ending the song prematurely, before the party can assist. This means a wasted attempt, and the bard has an instrument in hand instead of a weapon to defend himself with, if he's still alive.

So, half the time (or less) you make a scroll, it's magic.
Half the time (or less) it's magic, it's something useful.
Half the time (or less) it's something useful, you can get it to work.
If you get it to work, half the time (or less) it's actually worthwhile.
1/2 of 1/2 of 1/2 of 1/2 = 1/16
So... I guess 1/16th of the time (or less) it's worth playing a bard?

I swear, I'm going to de-rank Music Theory.

Overall I think the biggest problems are the abundance of potions and the impatience of the majority of players, followed by the unreliability of the effects. These are the main factors that make playing a bard so frustrating and, quite frankly, useless.

Funny... I guess I expected bards to be more powerful in a game called Mabinogi.

Thursday, October 2, 2008

Beautiful and intelligent... Is that legal?


News Flash: I play Mabinogi, which some of you may already be familiar with. I recently had the opportunity to continue the storyline quests available to those who purchase one or more of the available game services, and completed both the Generation One storyline and the Generation Two. I'm currently working on G3.

Something my wife and I have both commented on, now, is the extraordinary writing of the storyline. Most Free-to-Play MMOs have the shiny graphics meant to draw you in, and they throw in some basic quests to learn the game with, along with, perhaps, some advanced ones, but that's it. Like many webcomics, they rely upon the pretty renderings to keep their fanbase. This is true for several pay-to-plays, as well, but we'll ignore that for the time being.

Mabinogi has the pretty sights and sounds. From a purely visual aspect, they have much more as well. The detail put into the very beautifully immersive environments is, while perhaps overlooked by many, very much appreciated by those like my wife and myself. Details like putting benches on a second-story terrace, when that terrace is mostly concealed, either by hanging sheets or privacy screens. Details like wildflowers as part of the terrain, not just the background, in outdoor "dungeons". Details like coffin-shaped treasure chests in crypt dungeons, ornate chandeliers above the line of sight of most characters, shadows of clouds being cast on the ground... I could go on.

But what sets this game apart from the others that I've played is the story. I don't want to give too much away, because I'd love for all of you to go through the same perception shifts and realizations that I did. The writing, even down to the clues that only make sense after you've learned "what happens next", the supposedly random text-bubble quotes spoken by various NPCs, or even just their descriptions when you talk to them... Everything contributes to this immersive experience. That, along with a masterful weaving of concepts both familiar and unfamiliar, and the granting of something more meaningful for the completion of these epic quests than just some gold or experience points. The game provides an actual experience, one that isn't measured by points or levels, to those who give up their hard-earned money to support it, and that's something I very much appreciate.

Again, I have gained more satisfaction and intellectual pleasure playing this game than almost any other game I've paid to play, whether it was set up as a free-to-play game or not. Neverwinter Nights didn't have this depth or immersiveness, it always seemed far too contrived. City of Heroes, while immersive, lacked a solid storyline and often felt forced as well. Flyff was just utter inanity in pretty packaging.

And while it may lessen the magnitude of your accomplishments in the game to see others who have also saved the world, doubtless in the same fashion, by finishing you become part of that group, part of the elite who have taken on forces and endured hardships that the non-paying crowd cannot fully comprehend.

I have my disappointments with the game, but overall, I'm happy with it. Heck, considering who we learned about the game from, I suppose I shouldn't be surprised. I'm looking forward to the G3 storyline, which includes different options based on your decisions. Again, something I've never seen in other free MMOs, and rarely seen in paid games.

Some people I know, who I've tried to introduce to the game, have been unable to play it due to system requirements, but those who are able to play, I highly recommend you give the game a chance. If you like the free version, I would recommend paying for one or more of the available services, and taking advantage of not only what the service offers, but also the mainstream storyline quests that become available. Hopefully you'll enjoy them as much as we have.

Wednesday, October 1, 2008

The problem(s) with unofficial RP servers

A lot of MMO games these days have at least one server which is touted as the RP server. Sometimes, it's listed as such by the game itself, but more often than not it is an unofficial, sometimes unwritten designation. These unofficial RP servers, then, are what I tend to seek out, hoping for in-character interaction in the (sometimes) richly detailed, existing game environment. I don't go into a fantasy realm to hear about real-world sports, politics, religion, which current big-name movie star is hot, etc. I kinda figured the whole idea was to escape reality.

The difficulty is, unless roleplay is actually enforced, or at the very least highly encouraged, it becomes very difficult to find as an outsider. Part of that is because non-roleplayers aren't discouraged from using those servers, so it fills up with the same powergamers, botters, farmers, number crunchers, and min-maxers the other servers have, in addition to being populated by those who actually are trying to RP. These are the same powergamers, etc., who are likely to look at you oddly, at the least, or even go out of their way to give you grief, at worst, if you start roleplaying. So all the RP'ers end up being fairly quiet about their roleplay, which makes it even more difficult to find.

And let us not even get into what having a normal dose of "typical" players in addition to the RP crowd does for server lag.

Then there's the fact that no matter where you are, there's going to be varying levels of skill as it regards roleplay. Some people really understand their character, and do their best to understand the game world as it applies to that character. Some people think that going around saying "my lord/lady" and using outdated informals (thee, thou, thine) is the height of RP.

Side rant: Using those archaic pronouns is not only overdone, but wrongly done. They are informals, not formal addresses. Using them with someone meant you knew them very well, and were at least friends if not lovers, or else it was considered an insult. Think about it: if you address royalty, it's always "your Majesty" not "thy Majesty". It's like using the Japanese -kun in reference to His Imperial Majesty the Emperor of Japan.

Even if you take the opinion that these are poetic forms, used to create prose and poetry with an ancient feel, or for religious scripture, that does not apply to common speech. Even though you are typing, from the perspective of your character, you are speaking.

If you use any of the old informals when speaking to me, and I don't know you, don't be surprised if I avoid any more interaction with you, IC or otherwise. Chances are, you've either insulted me, or I've written you off as another idiot pretending to be intelligent.

[/rant]

As I was saying, some people really get it, as far as RP goes, and some do not. Even so, the ones that do not are still trying, usually. And quite frankly, it gets to the point where I'm RP-starved enough not to care, half the time. But I'm lucky to overhear even one example of any roleplay in any given week, and because I'm new or unknown, it doesn't include me.

Another problem with persistent RP is one that I discovered in Neverwinter's persistent worlds, but applies to most MMO games with quest-based story progressions, including City of Heroes/Villains and Mabinogi. What do you do when you've already completed a quest, but are helping someone else with the same one? Do you feign IC ignorance of the scenario? Do you say, "Gee, I thought I took care of that problem? Well, I've been through here about two-dozen times already, so it should be a piece of cake. I know where all the traps and ambushes are, just follow my lead!"

So much potential exists for great roleplay experiences, but unofficial RP servers just don't tend to deliver the satisfaction I hope for. More often than not, my time there turns into just more hack & slash XP-grinding.

I will admit, though, that after seeing Dr. Horrible's Sing-Along Blog, I've got a terrible urge to get back into City of Villains. It's a shame my satellite connection can't reliably allow the loader to connect.